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RedMew/map_gen/presets/hub_spiral.lua

98 lines
3.3 KiB
Lua

local b = require 'map_gen.shared.builders'
local math = require "utils.math"
local RS = require 'map_gen.shared.redmew_surface'
local MGSP = require 'resources.map_gen_settings'
RS.set_map_gen_settings(
{
MGSP.ore_oil_none,
MGSP.cliff_none,
MGSP.enemy_none
}
)
local value = b.exponential_value
local ore_shape = b.circular_spiral_grow_n_threads(16, 128, 2048, 8)
ore_shape = b.flip_x(ore_shape)
local iron = b.apply_entity(b.full_shape, b.resource(ore_shape, 'iron-ore', value(200, 0.5, 1.075), true))
local copper = b.apply_entity(b.full_shape, b.resource(ore_shape, 'copper-ore', value(125, 0.4, 1.075), true))
local stone = b.apply_entity(b.full_shape, b.resource(ore_shape, 'stone', value(200, 0.15, 1.01), true))
local coal = b.apply_entity(b.full_shape, b.resource(ore_shape, 'coal', value(400, 0.2, 1.025), true))
local uranium = b.apply_entity(b.full_shape, b.resource(ore_shape, 'uranium-ore', value(50, 0.1, 1.01), true))
local oil =
b.apply_entity(
b.full_shape,
b.resource(b.throttle_world_xy(ore_shape, 1, 8, 1, 8), 'crude-oil', value(150000, 5, 1.05), true)
)
local tree = b.apply_entity(b.full_shape, b.entity(ore_shape, 'tree-01'))
local rock = b.apply_entity(b.full_shape, b.entity(ore_shape, 'rock-big'))
local walk_spiral1 = b.circular_spiral_n_threads(3, 512, 8)
walk_spiral1 = b.flip_x(walk_spiral1)
walk_spiral1 = b.choose(b.circle(206), b.empty_shape, walk_spiral1)
walk_spiral1 = b.change_tile(walk_spiral1, true, 'water')
local walk_spiral2 = b.circular_spiral_n_threads(7, 512, 8)
walk_spiral2 = b.flip_x(walk_spiral2)
walk_spiral2 = b.choose(b.circle(206), walk_spiral2, b.empty_shape)
walk_spiral2 = b.choose(b.circle(72), b.empty_shape, walk_spiral2)
local map = b.circular_spiral_grow_pattern(16, 32, 512, {tree, iron, stone, coal, rock, copper, uranium, oil})
local start_cirle = b.circle(64)
start_cirle = b.change_map_gen_collision_tile(start_cirle, 'water-tile', 'grass-1')
local spawn_water = b.circle(4)
spawn_water = b.translate(spawn_water, 0, 6)
spawn_water = b.change_tile(spawn_water, true, 'water')
spawn_water = b.fish(spawn_water, 1)
start_cirle = b.any {spawn_water, start_cirle}
map = b.any {start_cirle, walk_spiral1, map, walk_spiral2}
local worm_names = {
'small-worm-turret',
'medium-worm-turret',
'big-worm-turret'
}
local max_worm_chance = 1 / 128
local worm_chance_factor = 1 / (192 * 512)
local function worms(_, _, world)
local wx, wy = world.x, world.y
local d = math.sqrt(wx * wx + wy * wy)
local worm_chance = d - 160
if worm_chance > 0 then
worm_chance = worm_chance * worm_chance_factor
worm_chance = math.min(worm_chance, max_worm_chance)
if math.random() < worm_chance then
if d < 256 then
return {name = 'small-worm-turret'}
else
local max_lvl
local min_lvl
if d < 512 then
max_lvl = 2
min_lvl = 1
else
max_lvl = 3
min_lvl = 2
end
local lvl = math.random() ^ (512 / d) * max_lvl
lvl = math.ceil(lvl)
lvl = math.clamp(lvl, min_lvl, 3)
return {name = worm_names[lvl]}
end
end
end
end
map = b.apply_entity(map, worms)
return map